Real Time Ray Tracing Based on Shader

被引:0
作者
Gui JiangHeng [1 ]
Li Min [1 ]
机构
[1] Wuhan Univ Technol, Comp Sci & Technol, Wuhan, Hubei, Peoples R China
来源
NINTH INTERNATIONAL CONFERENCE ON DIGITAL IMAGE PROCESSING (ICDIP 2017) | 2017年 / 10420卷
关键词
ray tracing; fragment shader; physically based rendering;
D O I
10.1117/12.2281945
中图分类号
TB8 [摄影技术];
学科分类号
0804 ;
摘要
Ray tracing is a rendering algorithm for generating an image through tracing lights into an image plane, it can simulate complicate optical phenomenon like refraction, depth of field and motion blur. Compared with rasterization, ray tracing can achieve more realistic rendering result, however with greater computational cost, simple scene rendering can consume tons of time. With the GPU's performance improvement and the advent of programmable rendering pipeline, complicated algorithm can also be implemented directly on shader. So, this paper proposes a new method that implement ray tracing directly on fragment shader, mainly include: surface intersection, importance sampling and progressive rendering. With the help of GPU's powerful throughput capability, it can implement real time rendering of simple scene.
引用
收藏
页数:5
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